Introduction to the Jedi Consular Class

The Jedi Consular class is a cloth-wearing, lightsaber-wielding class that can act as melee/mid-range DPS, through the Shadow specialization, long-range DPS/healers, through the Sage specialization, and light armor tanks, through the Kinetic Combat talent tree.

Consulars are only available to Republic races. The Sith counterpart to the Consular is the Inquisitor.

Playable races include Human, Mirialan, Miraluka, Twi’lek, and Zabrak. Each Consular’s companion in their travels will be Qyzen Fess, a male Trandoshen hunter, or Nadia, a Jedi female with an additional romance option.

Consulars use the power of the Force to wound enemies from a distance and heal themselves and companions, and utilize their lightsabers to both defend from attacks and deal additional damage. Nimble and flexible, Consulars rely on the Force rather than heavy armor to protect them in battle.

To compare them to Warcraft classes, Consulars have abilities similar to a rogue (with stealth and finishing moves; Infiltration talent tree), a shadow priest (multiple mind-control spells and ranged Force damage), and a generic healer (with multiple comprehensive healing spells and the Fade-like ‘Rescue’).

Shadow Consulars also have a cloth-wearing tanking talent tree, Kinetic Combat, which is unlike any existing Warcraft class.

Jedi Consulars begin on the planet Tython, the birthplace of the Force. Each class has its own starship type; the starship for the Consular class is the Defender.

Specializations: Sage

Sage Jedi Consulars may act as ranged damage dealers or healers.

Sage Consulars who utilize the Telekinetics talent tree act are able to use their abilities to manipulate waves of energy and cause enemies to rip apart from within. Damage abilities for Sages revolve around manipulating the physical world of and near an enemy- through lifting them up and slamming them to the ground, say, or causing a Force earthquake around them- and by directing walls of Force towards an enemy.

The lightsaber is not utilized as heavily in the Sage specialization as the Shadow specialization.

Specializations: Shadow

Shadow Jedi Consulars use double-blade Lightsabers and Force abilities to deal both melee and ranged damage. Shadow Consulars can utilize stealth to get close to a target and then unleash close-range melee damage, or perform a series of ranged kinetic attacks. The Shadow Consular may then follow up a stealthed attack with additional melee or ranged damage, or perform mind control in an attempt to crowd control.

Somewhat akin to a rogue-shadow priest hybrid (for readers familiar with WoW classes), the Shadow Consular has multiple mind-control abilities and ranged attacks coupled with stealth and finishing moves, which are featured in the Infiltration talent tree. The Shadow Consular can also act as a tank by specializing in the Kinetic Combat talent tree.

Talent Tree: Sage

Each class specialization is able to further specialize by choosing one of three talent trees. For Sage Consulars, those are Seer, Telekinetics, and Balance.

Seer: Healing and protection specialization. Signature abilities:

Resplendence
Passive
Reduces the cooldown of Revitalize by 2 minutes. In addition, your Healing Trance crits have a 100% chance to make your next Noble Sacrifice not degenerate your Force and spend no health.

Healing Trance
Channeled: 3s, Cooldown: 9s, Range: 30m
Heals a target for 469 immediately and a further 469 per second for 3 seconds.

Telekinetics: Focused on distorting reality and energy to tear up the bodies of enemies. Ranged DPS. Signature abilities:

Tidal ForcePassive
Your Disturbance has a 30% chance and your Forcequake has a 9% chance when dealing damage to grant Tidal Force, immediately finishing the cooldown on Telekinetic Wave and reducing the cast time of your next Telekinetic Wave by 100%. This effect cannot occur more than once every 10 seconds.

Telekinetic MomentumPassive
When you cast Disturbance or Telekinetic Wave, there is a 30% chance the ability will produce a second attack that strikes the same targets for 30% damage and no additional threat.

Shadow’s Respite
Passive
While in stealth mode and for 6 seconds after leaving stealth mode, all damage dealt is increased by 10% and the rate at which your force regenerates is increased by 50%.

Infiltration Tactics
Passive
Direct damage attacks have a 30% chance to grant Find Weakness, causing your next Shadow Strike to ignore 50% of the target’s armor and cost 50% less force. Cannot occur more than once every 10 seconds.

The main attributes desired by a Consular are Strength, Endurance, Presence, and Willpower.

The abilities listed here are neither complete nor set in stone, as many will no doubt change during the beta testing stage of SWTOR. However, for use as a rough guide, this is what is currently known:

Starting Passive Abilities

Ability

Description

Weapon Proficiency: Lightsaber

Able to equip training sabers and standard single-blade lightsabers

Weapon Proficiency: Vibrosword

Able to equip single-bladed vibro swords, conventional swords, and other bladed melee weapons

Pause and meditate to restore your health and Force. Interruptable by damage. Not usable in combat.

Revive

5 sec

None

None

10m

Revive an incapacitated player or companion

Trainable Passive Abilities

Ability

Level

Description

Weapon Proficiency: Double-Bladed Lightsaber

10

Shadow. Able to equip double-bladed lightsabers.

Martial Studies

10

Shadow. Increases the rate of Force regeneration by 3 per second.

Combat Trance

10

Shadow. The Jedi Shadow can occasionally enter a combat trance which unrestricts the use of powerful finishing moves. Your Shadow Strike has 100% chance to grant Combat Trance with each use, which lasts for 20s and is consumed by your next finishing move.

Shadow Stamina

10

Shadow. Increase your total endurance by 24 per rank.

Force Studies

10

Sage. Versed in the Force, your maximum Force is increased by 400. In addition, your Presence increases at the rate at which your Force regenerates.

Force Reach

10

Sage. Increases the range of Project and Telekinetic Throw by 15m.

Trainable Active Abilities: Shadow and Sage

Ability

Level

Cast Time

Cooldown

Force Cost

Range

Description

Telekinetic Throw

2

3 sec

None

30

15m

Channeled. Hurls a volley of debris at the target dealing high kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for that duration.

Force Wave

3

Instant

18 sec

20

Self

Deals high kinetic damage and knocks down all enemies within 8m for 2 seconds.

Stasis Field

4

Instant

45 sec

20

30 min

Suspends a target in a stasis field, preventing all action for 10 seconds. Suspended targets take 100% more damage from Project. Damage will break effect.

Fires a blast of telekinetic energy at the target dealing moderate kinetic damage.

Rejuvenate

12

Instant

60

30m

Heal the target for a moderate amount over 12s.

Force Armor

14

Instant

6 sec

65

30m

Surrounds the caster in a Force shield that lasts 30s and absorbs a high amount of damage. Affected targets become Force-imbalanced and cannot benefit from Force Armor again for 20s.

Weaken Mind

16

Instant

Instant

65

30m

Weakens the target’s mind, dealing high internal damage over 15s.

Restoration

18

Instant

4.5 sec

60

30m

Cleanses a friendly target of up to 2 hostile mental or Force effects.

Deliverance

22

3 sec

Instant

55

30m

Heals a friendly target for a high amount of health.

Rescue

22

Instant

1 min

30

30m

Greatly lowers the target’s threat and if the target is a party member, pulls the target to your location.

Force Push

34

Instant

1.5 min

20

15m

Pushes the target back several meters with the Force and deals moderate kinetic damage. Standard and weak enemies are additionally knocked prone for 3s.

Revitalize

40

1.5 sec

5 min

75

30m

Revives an incapacitated ally. This ability is usable while in combat.

Resilience

46

Instant

1 min

Increases your chance to resist Force and Tech attacks by 100% for 4s.

Force Quake

50

6 sec

Instant

100

30m

Channeled. Channel the Force into the ground at the target location, causing it to quake and tremble. All enemies within 8m of the target location are struck for moderate kinetic damage every second for 6s. Each second, the Force Quake has a 33% chance to knock its targets down. No single target can be knocked down more than once from a single Force Quake.

Trainable Active Abilities: Shadow Only

Ability

Level

Cast Time

Cooldown

Force Cost

Range

Description

Stealth

10

Instant

Enter stealth mode, making your movements difficult to detect but slowing movement speed to 85% of normal. Most hostile actions prematurely end the effect. Cannot be used in combat.

Confuses the target, leaving it bewildered and unable to act for 60s. Damage will break the effect prematurely. This ability is only usable in Stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time.

Mind Snap

18

Instant

9 sec

10

15m

Traps the target’s current action and prevents that ability from being used for 4s.

Hemorrhage

22

Instant

15 sec

30

4m

Finishing move. Deals 100% weapon damage and causes the target to bleed dealing high internal damage over 18s. Shares a cooldown with other finishing moves.

Starship: Defender

Consulars have access to the battle-ready starship Defender, a light corvette model with two decks. The main upper deck is equipped with cockpit, meeting rooms, and a main conference room, which comes equipped with a Holocom system to communicate directly to the Jedi Consul. The smaller lower deck contains a medical bay, personal meditation space, and cargo hold.